Problem with my Hero Revival.

RodyisGod

New Member
Reaction score
5
This is my problem with my hero Revival Triggers.

The Goal is:
When a hero dies, Equal to ..
the Hero dies, and a ghost spawns on the dying spot of the hero.
And it has to walk to any graveyard (Regions), to respawn the hero at southern survivalist camp [region], and the ghost dies ofcourse.

This is what i got:

Trigger:
  • Hero Reviving
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) is an ally of Player 1 (Red)) Equal to True
    • Actions
      • Wait 3.00 seconds
      • Unit - Move (Dying unit) instantly to (Random point in The dead Spot <gen>)
      • Game - Display to (Player group((Owner of (Dying unit)))) for 5.00 seconds the text: Get the ghost to an...
      • Set Temp_Point = (Position of (Dying unit))
      • Unit - Create 1 Ghost for (Owner of (Dying unit)) at Temp_Point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Temp_Point)


Trigger:
  • Hero Reviving 2
    • Events
      • Unit - A unit enters Graveyard HS 1 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Ghost
    • Actions
      • Unit - Remove (Entering unit) from the game
      • Unit - Move (Picked unit) instantly to (Center of Hero Dead Spawn <gen>)


I know that isn't really what i said above, but it has to be the above, i just made some adjustments to see if it works then. It supposed to be like said above.
 

SkateuUp

Member
Reaction score
4
where does that picked unit come from?
Edit: you didn't pick any units picked unit will not work
EditEdit: lol what are you trying to move anyways?
 

RodyisGod

New Member
Reaction score
5
where does that picked unit come from?
Edit: you didn't pick any units picked unit will not work
EditEdit: lol what are you trying to move anyways?

Told you made some useless adjustments which i did not finished.
=]

O oops, cause i didnt know how to make the dead hero revive, i just made it move too a spot, which it gets moved from when the ghost enters a graveyard. which got totally wrong.

Just Dont pay attention to those stuff, and make it so that it revives the hero when a ghost of the same player enters a graveyard. k?
 

SkateuUp

Member
Reaction score
4
Trigger:
  • Melee Initialization
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to (==) True
      • ((Owner of (Triggering unit)) is an ally of Player 1 (Red)) Equal to (==) True
    • Actions
      • Set DeadHero = (Dying unit)
      • Set TempPoint = (Position of DeadHero)
      • Unit - Create 1 Footman for (Owner of DeadHero) at TempPoint facing Default building facing (270.0) degrees

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit enters Rect 000 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (==) Footman
    • Actions
      • Hero - Instantly revive DeadHero at TempPoint, Hide revival graphics
      • Custom script: call RemoveLocation (udg_TempPoint)

Does that do everything you wanted?
 

RodyisGod

New Member
Reaction score
5
Trigger:
  • Melee Initialization
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to (==) True
      • ((Owner of (Triggering unit)) is an ally of Player 1 (Red)) Equal to (==) True
    • Actions
      • Set DeadHero = (Dying unit)
      • Set TempPoint = (Position of DeadHero)
      • Unit - Create 1 Footman for (Owner of DeadHero) at TempPoint facing Default building facing (270.0) degrees

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit enters Rect 000 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (==) Footman
    • Actions
      • Hero - Instantly revive DeadHero at TempPoint, Hide revival graphics
      • Custom script: call RemoveLocation (udg_TempPoint)

Does that do everything you wanted?

I LOVE u.

Anyways can u help me out with these two to? there very easy i guess.

Trigger:
  • The Roll Command
    • Events
      • Player - Player 1 (Red) types a chat message containing -Roll as An exact match
      • Player - Player 2 (Blue) types a chat message containing -Roll as An exact match
      • Player - Player 3 (Teal) types a chat message containing -Roll as An exact match
      • Player - Player 4 (Purple) types a chat message containing -Roll as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -Roll as An exact match
      • Player - Player 6 (Orange) types a chat message containing -Roll as An exact match
      • Player - Player 7 (Green) types a chat message containing -Roll as An exact match
      • Player - Player 8 (Pink) types a chat message containing -Roll as An exact match
    • Conditions
    • Actions
      • Game - Display to (All players) for 5.00 seconds the text: ((Name of (Triggering player)) + (has rolled the number: + (String((Random integer number between 1 and 100)))))


Above is simply a -Roll trigger which displays.
[Player name] has rolled the number: random integer between 1 and 100

but then how do i get the [player name] colored, like the real player color?

and..

I have a custom weahter sytem, which u dont have to see.
All it does is:

Every 5 minutes of gametime, the weather changes, automaticly.
And it shows text to the players saying 'what the weather is now.'
Only it Lags like shit for like 2-3 seconds, thats deadly in a boss battle.
Anyway to make it not lag?
 

RodyisGod

New Member
Reaction score
5
Really Lawl..

I did searched.. But not for leakes..
I didnt ask anything about leakes 2 did i?.

Im just saying its lagging then, not that its leaking, and if it does, may i mind ask a explanation why it leaks?

For the color codes, and newgen, got them both, notepad with color codes and newgen, but that wasnt the problem.
The problem is to make the (player name of triggering player) colored.
But how? i cant add the color tags, cause its not string.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Just set them into a variable with array then when you display the name just add the variable[player number (triggering player)]
 

SkateuUp

Member
Reaction score
4
Trigger:
  • Melee Initialization
    • Events
    • Conditions
    • Actions
      • Game - Display to (All players) the text: (|cffffblah + ((Name of (Triggering player)) + |r or whatever))

Duh :p
We immediately thought of leaks because thats what usually causes lag. It could be your maps size or such but normally its leaks. Read my link for a explanation as to why it leaks/lags plz. No clue as to why ed repeated me :/
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
That wont show the player colour of triggering player only 1 colour
 

SkateuUp

Member
Reaction score
4
For the colors you will need codes and probably change it to some if/and/else's
up :D
:thup:
Edit: Jeez its certainly not the MOST in-efficient or sloppy way of doing it but yes yours is better
but mines is only 12 actions and is easier for most peeps than all the variables and such
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Thats the most in efficiant and slopy way to do it.
 

Tom Jones

N/A
Reaction score
437
Trigger:
  • Player Colors Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Player_Color[1] = |cffff0000
      • Set Player_Color[2] = |cff0000ff
      • -------- Etc. --------
Trigger:
  • Roll
    • Events
      • Player - Player 1 (Red) types a chat message containing <Empty String> as An exact match
    • Conditions
      • (String((Entered chat string)) as Lower case) Equal to "-roll"
    • Actions
      • Game - Display to (All players) the text: ((Player_Color[(Player number of (Triggering player))] + |r) + (has rolled + (String((Random integer number between 1 and 100)))))
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Yes thats what i tried to say so it looks like tomjones way.
 
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